virtualx-engine/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs

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using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Microsoft.CodeAnalysis.Text;
namespace Godot.SourceGenerators
{
[Generator]
public class ScriptSerializationGenerator : ISourceGenerator
{
public void Initialize(GeneratorInitializationContext context)
{
}
public void Execute(GeneratorExecutionContext context)
{
if (context.IsGodotSourceGeneratorDisabled("ScriptSerialization"))
return;
INamedTypeSymbol[] godotClasses = context
.Compilation.SyntaxTrees
.SelectMany(tree =>
tree.GetRoot().DescendantNodes()
.OfType<ClassDeclarationSyntax>()
.SelectGodotScriptClasses(context.Compilation)
// Report and skip non-partial classes
.Where(x =>
{
if (x.cds.IsPartial())
{
if (x.cds.IsNested() && !x.cds.AreAllOuterTypesPartial(out var typeMissingPartial))
{
Common.ReportNonPartialGodotScriptOuterClass(context, typeMissingPartial!);
return false;
}
return true;
}
Common.ReportNonPartialGodotScriptClass(context, x.cds, x.symbol);
return false;
})
.Select(x => x.symbol)
)
.Distinct<INamedTypeSymbol>(SymbolEqualityComparer.Default)
.ToArray();
if (godotClasses.Length > 0)
{
var typeCache = new MarshalUtils.TypeCache(context.Compilation);
foreach (var godotClass in godotClasses)
{
VisitGodotScriptClass(context, typeCache, godotClass);
}
}
}
private static void VisitGodotScriptClass(
GeneratorExecutionContext context,
MarshalUtils.TypeCache typeCache,
INamedTypeSymbol symbol
)
{
INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace;
string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ?
namespaceSymbol.FullQualifiedNameOmitGlobal() :
string.Empty;
bool hasNamespace = classNs.Length != 0;
bool isInnerClass = symbol.ContainingType != null;
string uniqueHint = symbol.FullQualifiedNameOmitGlobal().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptSerialization.generated";
var source = new StringBuilder();
source.Append("using Godot;\n");
source.Append("using Godot.NativeInterop;\n");
source.Append("\n");
if (hasNamespace)
{
source.Append("namespace ");
source.Append(classNs);
source.Append(" {\n\n");
}
if (isInnerClass)
{
var containingType = symbol.ContainingType;
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AppendPartialContainingTypeDeclarations(containingType);
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void AppendPartialContainingTypeDeclarations(INamedTypeSymbol? containingType)
{
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if (containingType == null)
return;
AppendPartialContainingTypeDeclarations(containingType.ContainingType);
source.Append("partial ");
source.Append(containingType.GetDeclarationKeyword());
source.Append(" ");
source.Append(containingType.NameWithTypeParameters());
source.Append("\n{\n");
}
}
source.Append("partial class ");
source.Append(symbol.NameWithTypeParameters());
source.Append("\n{\n");
var members = symbol.GetMembers();
var propertySymbols = members
.Where(s => !s.IsStatic && s.Kind == SymbolKind.Property)
.Cast<IPropertySymbol>()
.Where(s => !s.IsIndexer && s.ExplicitInterfaceImplementations.Length == 0);
var fieldSymbols = members
.Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared)
.Cast<IFieldSymbol>();
// TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
// Ignore properties without a getter, without a setter or with an init-only setter. Godot properties must be both readable and writable.
var godotClassProperties = propertySymbols.Where(property => !(property.IsReadOnly || property.IsWriteOnly || property.SetMethod!.IsInitOnly))
.WhereIsGodotCompatibleType(typeCache)
.ToArray();
var godotClassFields = fieldSymbols.Where(property => !property.IsReadOnly)
.WhereIsGodotCompatibleType(typeCache)
.ToArray();
var signalDelegateSymbols = members
.Where(s => s.Kind == SymbolKind.NamedType)
.Cast<INamedTypeSymbol>()
.Where(namedTypeSymbol => namedTypeSymbol.TypeKind == TypeKind.Delegate)
.Where(s => s.GetAttributes()
.Any(a => a.AttributeClass?.IsGodotSignalAttribute() ?? false));
List<GodotSignalDelegateData> godotSignalDelegates = new();
foreach (var signalDelegateSymbol in signalDelegateSymbols)
{
if (!signalDelegateSymbol.Name.EndsWith(ScriptSignalsGenerator.SignalDelegateSuffix))
continue;
string signalName = signalDelegateSymbol.Name;
signalName = signalName.Substring(0,
signalName.Length - ScriptSignalsGenerator.SignalDelegateSuffix.Length);
var invokeMethodData = signalDelegateSymbol
.DelegateInvokeMethod?.HasGodotCompatibleSignature(typeCache);
if (invokeMethodData == null)
continue;
godotSignalDelegates.Add(new(signalName, signalDelegateSymbol, invokeMethodData.Value));
}
source.Append(" /// <inheritdoc/>\n");
source.Append(" [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]\n");
source.Append(
" protected override void SaveGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info)\n {\n");
source.Append(" base.SaveGodotObjectData(info);\n");
// Save properties
foreach (var property in godotClassProperties)
{
string propertyName = property.PropertySymbol.Name;
source.Append(" info.AddProperty(PropertyName.")
.Append(propertyName)
.Append(", ")
.AppendManagedToVariantExpr(string.Concat("this.", propertyName),
property.PropertySymbol.Type, property.Type)
.Append(");\n");
}
// Save fields
foreach (var field in godotClassFields)
{
string fieldName = field.FieldSymbol.Name;
source.Append(" info.AddProperty(PropertyName.")
.Append(fieldName)
.Append(", ")
.AppendManagedToVariantExpr(string.Concat("this.", fieldName),
field.FieldSymbol.Type, field.Type)
.Append(");\n");
}
// Save signal events
foreach (var signalDelegate in godotSignalDelegates)
{
string signalName = signalDelegate.Name;
source.Append(" info.AddSignalEventDelegate(SignalName.")
.Append(signalName)
.Append(", this.backing_")
.Append(signalName)
.Append(");\n");
}
source.Append(" }\n");
source.Append(" /// <inheritdoc/>\n");
source.Append(" [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]\n");
source.Append(
" protected override void RestoreGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info)\n {\n");
source.Append(" base.RestoreGodotObjectData(info);\n");
// Restore properties
foreach (var property in godotClassProperties)
{
string propertyName = property.PropertySymbol.Name;
source.Append(" if (info.TryGetProperty(PropertyName.")
.Append(propertyName)
.Append(", out var _value_")
.Append(propertyName)
.Append("))\n")
.Append(" this.")
.Append(propertyName)
.Append(" = ")
.AppendVariantToManagedExpr(string.Concat("_value_", propertyName),
property.PropertySymbol.Type, property.Type)
.Append(";\n");
}
// Restore fields
foreach (var field in godotClassFields)
{
string fieldName = field.FieldSymbol.Name;
source.Append(" if (info.TryGetProperty(PropertyName.")
.Append(fieldName)
.Append(", out var _value_")
.Append(fieldName)
.Append("))\n")
.Append(" this.")
.Append(fieldName)
.Append(" = ")
.AppendVariantToManagedExpr(string.Concat("_value_", fieldName),
field.FieldSymbol.Type, field.Type)
.Append(";\n");
}
// Restore signal events
foreach (var signalDelegate in godotSignalDelegates)
{
string signalName = signalDelegate.Name;
string signalDelegateQualifiedName = signalDelegate.DelegateSymbol.FullQualifiedNameIncludeGlobal();
source.Append(" if (info.TryGetSignalEventDelegate<")
.Append(signalDelegateQualifiedName)
.Append(">(SignalName.")
.Append(signalName)
.Append(", out var _value_")
.Append(signalName)
.Append("))\n")
.Append(" this.backing_")
.Append(signalName)
.Append(" = _value_")
.Append(signalName)
.Append(";\n");
}
source.Append(" }\n");
source.Append("}\n"); // partial class
if (isInnerClass)
{
var containingType = symbol.ContainingType;
while (containingType != null)
{
source.Append("}\n"); // outer class
containingType = containingType.ContainingType;
}
}
if (hasNamespace)
{
source.Append("\n}\n");
}
context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8));
}
}
}